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    \/__//_/          \/___/  \/____/\/____/ \/_/\/_/  rev 1.
                                                     
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Level Name		: Q-Deck
Files	                : fesp1.bsp, fesp1.txt, fesp1.map (source file, not needed for gameplay)
Author                  : Gavin "FifthElephant" Edgington
Release Date            : 26th May 2013 (edited 28th May)

Unzip the files to quake/id/maps and use a modern engine to run (fitz, quakespasm, RMQ etc)
Run by pressing tilde  and typing "map fesp1" without the quotation marks

IMO this map is best played on hard difficulty.

Email Address           : gavin.edgington@gmail.com 
Author Home Page        : gavinedgington.wordpress.com/

Description             : My first SP map!
			  I have tried to squeeze as much gameplay
			  out of the layout as possible.
			  
			  You're in MY wheelhouse now!
                                          
By the same author      : DMQDeck
                                          
Thanks and Credits!	: id software for Quake
			  Epic Games for Unreal/UT
			  Elliot "Myscha" Cannon for Deck 16!
			  SleepwalkR for Trenchbroom
			  Tyrann for his compiling tools
			  (detail brushes are sexual!)
			  Bengt Jardrup for TreeQBSP
			  Necros for the compiling GUI
			  Than for his logic gate tutorial
			  Rick (sp), Drew (sp), Spirit (sp), 
			  Negke (dm), RickyT (dm) and BPS (dm)
			  for the invaluable feedback
			  All the guys over at Func_Msgboard,
			  Quaddicted and quakeone.com for support
			  and for keeping the community alive!

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* Map Information *

Game			: Quake 1 baby!
Single Player		: Yes
Deathmatch		: I have made a DM version which you can find @
			  https://mega.co.nz/#!jJ02WJja!ROZA2EPetcet8jutJr8FWUT0txMmBbKuiNgLhxBTEWs
			  http://www.quaketastic.com/upload/files/multiplayer/maps/dmqdeck.zip
			  https://www.quaddicted.com/files/maps/multiplayer/dmqdeck.zip

R_speeds		: They are maximum, run in a new engine!
			  I have tested this in RMQ and FitzQuake.
Wads			: id_base, idbase_ultimate, FEliquids
Texture Credit		: Than, Scampie, Tyrann... ermm...
			  I dunno who else. Whoever had involvement
			  in the idbase_ultimate.wad, and me.


* Construction *

Base 			: Yes, it is a base... it's kind of Deck 16!
Construction Time       : From day 1 of Trenchbroom (1/3/2013 - 26/6/2013)
Build programs          : Tyr's BSP/Light/Vis tools V0.10, also used
			  TreeQ for -noents error checking
Build Time              : About 20 minutes (goddamn detail brushes are epic!)
Compile machine         : Intel Core DUO 2ghz, 3gb RAM, 32bit Windows 8
Editor used             : Trenchbroom Version 1.0.10 build 225
Other programs          : TexMex, ne_q1spCompilingGui v1.0.3
Bugs			: Some bugs fixed from my DM version, these include
			  texture alignment issues and the disappearing 
			  columns under the LG/Slime area and disappearing movers.


* Miscellany *

This is a bug fixed version that removes some of the bugs that I thought had
been previously fixed, plus I have edited some of the encounters slightly so
that the game is fairer to play. This will be the final version!


I recently got back into mapping through a desire in late 2012
to play some Quake, then to check out if the scene was still making
stuff. I then found a butt-load of amazing new content, then I had
a tinker in Worldcraft using the Quake Adapter and I have started 
about 4 new maps. Those then got put on the back-burner when
SleepwalkR released Trenchbroom, which was absolutely perfect timing
as I had run up against a huge roadblock with one of my maps outdoor
sections not compiling properly. So I started remaking Deck to try
out the new editor and it has eventually lead me to actually completing
something for a change. 

I changed the scale quite a bit, I think the tighter gameplay
is far more suited to Quake than if I had scaled it 1:1.

There are quite a few secrets to find, if you miss the secrets then
you will be at a disadvantage (and you'll be missing out on half the fun!)


* Copyright / Permissions *

This was made by me, FifthElephant. I have included the .map file
in the .zip, this means I really don't care what you do with the level
as long as you at least give credit to me. If you mod it or expand
on it then send me a link to the file in my email above please so
I can see what cool things you've done with it!

What are you still reading this for? Go and shoot something!